WELCOME SUPERVIVERS! As mentioned in our recent Fireside Chat, we’re super excited for our 1.0 patch, which will be releasing later this summer! In the meantime, we’ll be slowing down on some of our content releases so we can go heads down and focus on that moment, but we’re excited to be shipping another new hunter - Carbine - in this patch. Besides Carbine, we’ve got a hefty set of balance changes along with adjustments to our ranked queue restrictions Let’s get to it!
Carbine
Carbine is a new Fighter addition to the roster.
A new Hunter: Carbine, the Deadly Gunslinger
- Enmity Core (PASSIVE): Hits on enemy Hunters with XT3 Heavy Blaster (LMB) shots partially refund the cooldown of Thrusters (LSHIFT). Knocks and kills refund one charge of Overkill Rounds (R) while the ability is active.
- XT3 Heavy Blaster (LMB): Fire a blaster projectile, dealing 43 damage. Holds 3 charges.
- Percussive Burst (RMB): After a 0.5s warmup, knock back enemies in a cone, dealing 64 damage and Stunning on terrain impacts.
- Shocktrap Drone (Q): Launch a scanning drone that gives vision of enemies. Re-trigger to explode the drone, Slowing enemies and creating a trap that can Stun enemies.
- Overkill Rounds (R): Overcharge your XT3 Heavy Blaster (LMB), gaining two long-range shots that deal 170 and pierce enemies, destructibles, and wisps. Refund an additional shot on knocking an enemy or destroying a wisp.
Hunter Missions
- Carbine Track:
- Level 1: Carbine Hi Emote
- Level 2: Carbine Avatar and Banner
- Level 3: BountyHunter Call Sign
- Level 4: Carbine Bye Emote
- Level 5: Carbine Call Sign
- Level 6: 150 VP
Dash and Blast: Land shots with your Blaster while in your Thrusters/Jetpack- 50: Heavy Call Sign
- 500: Blaster Call Sign
- 2000: Deadeye Call Sign
- Draw: Knock enemies using your Overkill Rounds
- 5: Fastest Call Sign
- 50: Robotic Call Sign
- 200: Gunslinger Call Sign
- Stop Right There: Stun enemies with your Percussive Burst or Shocktrap Drone
- 10: Hired Call Sign
- 100: Machine Call Sign
- 400: Trapper Call Sign
Balance
Oath
Experienced players may know about ‘podracing’, where Oaths use their LMB/Dash to catch up to most high-speed targets (including the Train.) While funny, high mobility probably doesn’t match his paladin power fantasy or match what you expect when you run into an Oath in the wild.
General
- LMB Dash dramatically reduced while in the air
Void
Void’s greatest strength has been in his ability to lock enemies and control space. In a meta where we see more divers, we think he could benefit from a little more help both chasing and peeling enemies off so we’ve bumped his LMB and Shift outputs.
Gravity Orb (LMB)
- On-hit slow increased from 6.2% >>> 10%
Charged
- Base Damage: 265 >>> 280
- Ratio: 0.268 >>> 0.28
Swap (SHIFT)
- Cooldown decreased from 10/8.5/7/7 >>> 9/7.5/6/6
Brall
Brall continues to disproportionately benefit from Trios even after adjustments to Mana and Knock Resets. We think it’s appropriate to bring down some of his mobility and up-time on his ultimate. On the flip side, we still want successful Brall mains to feel rewarded, which is why we’re putting Dash Haste back on his passive.
Blazing Spirit (PASSIVE)
- Now grants +12% Dash Haste
Flame Step (SHIFT)
- Cooldown increased from 11/9/7/6 >>> 13/11/9/8
Volcanic Rebuke (R)
- Cooldown increased from 35/25/25>>> 40/35/30
- Base damage decreased from 160/160/190 >>> 130/160/190
- Damage ratio decreased from 0.7/0.9/0.9 >>> 0.7/0.8/0.9
Jin
We want to preserve most of Jin’s strengths as an assassin, but his raw mobility is probably still too much. As a result, we’re adjusting his dashes and asking him to trade more of his durability instead.
Health changes
- Base Health decreased from 980 >>> 880
- Health per level decreased from 59 >>> 45
- Max level Health decreased from 1862 >>> 1555
Dodge Roll (SHIFT)
- Mini-Dash cooldown increased from 6/5.5/5/4.5 >>> 7/6.5/6/5.5
- Ex Dash cooldown increased from 11/10/9/8 >>> 12.5/11.5/10.5/9.5
Beebo
In Patch 0.26, we made a change to Beebo to make his bat more reliably knock his bomb towards enemies, which led to an increase in Beebo's power. We're hitting his damage on the bomb while maintaining the increased reliability and speed.
Beeb-omb (Q)
- Damage lowered by 20% from 206/269/350/350 >>> 165/215/280/280
- AP ratio lowered by 20% from 1.23/1.44/2.44/2.44 >>> 0.98/1.15/1.95/1.95
Joule
Joule’s been struggling since the changes to her Dash. Larger options are currently being explored but in the meantime it felt appropriate to make her Ultimate feel good to use again. We didn’t like the output of the extended hover and option select, but we do want Joule mains to feel like lightning especially if they can call their shot.
Thunderstorm (R)
- Hover duration decreased from 1.5s >>> 0.75s
- Warmup/cast time sped up from 0.5s >>> 0.25s
Zeph
We want more reliability and survivability for Zeph in the Trios world. These changes are targeted at improving Zeph’s self-sufficiency in terms of healing, mobility, and peel.
Mending Breeze (RMB)
- Self-healing increased from 50 >>> 75%
Cyclone Dash (SHIFT)
- Cooldown decreased from 12/10.5/9/9 >>> 10.5/9/7.5/7.5
Second Wind (R)
- Yaw rotation rate increased from 135 >>> 180 (33%)
Saros
RMB is Saros’ bread and butter. In a post-Trios, post-mana changes world we felt it was appropriate to give him some more breathing room.
Charge Sunfire (RMB)
- Mana cost decreased from 100 >>> 75
- Mana refund on hit from 100 >>> 75
Myth
We like the outputs of Rain of Arrows but it probably shouldn’t be the single best zoning ability in the game given Myth’s other outputs. We’re bringing the damage down to account for it.
Rain of Arrows (Q)
- Flat damage decreased from 47/61/80 >>> 32/42/55
- Damage ratio: 0.21/0.27/0.36 >>> 0.2/0.25/0.3
Vision
Vision change provided some improvements to the frequency of being surprised by a full squad, but at the cost of server performance. Since we’ve pulled back on roster mobility, also feeling okay to not take this trade for now.
- Reverted proxy vision by 200 and cone vision by 500 units.
Ranked
Ranked Disparity Restrictions
For 0.27, we are widening who can queue together. Our main motivation originally was to prevent very high skill players making smurfs to reduce queue times and get easier matches, allowing an effective way to boost accounts. Now that ranked isn't unlocked until level 23, we can walk this back and make sure we aren't preventing friends from playing together.
New Restrictions:
- Diamond >>> Silver
Gold - Master >>> Gold
Platinum
Bugfixes
- Fixed a bug that caused in-game missions in Custom Games with spectators to not drop rewards upon mission completion. Thank you to Dill0nFPS, Jang, Lemur, and the dozens of other players who helped us track this issue down!
- "Touch" powers (Touch of Speed, Touch of Mana) no longer trigger off of allied minions.
- Beebo’s Boombox - Fixed issue where Beebo’s Boombox area effect wouldn’t apply Invulnerable to new targets if power was dropped after cast.
- Saros - Laser is now visible to enemies.
- Eva - Orbs of Argos (RMB) - Fixed issue where orbs would receive damage multiple times from certain Hunters.
- Quests - Fixed issue where reward chest would disappear if a player is over abyss during quest completion.
- Falling - You no longer have air control while stunned to fix issues where Hunters could still WASD while CC’d.
QoL
Settings
Duplicate Hunters in Lobby
- You can now pick the same Hunter as a party member while in lobby.
- Hunter Select works the same way it does now - one of you will still have to switch off.
Push to Talk
- Push to Talk (team and party) are not unique inputs to avoid unintentional double-binding and your squad hearing the vacuum. Or your dog.
Saros
Nova Orb (Q)
- Explosion now damages destructibles (trees, walls, etc.).
Map
- Abyss - Dying to the Abyss has its own Kill Feed callout.
- Geyser SFX - Now louder so they’re more noticeable on activation.
